//=============================================================================
// sgGuardProj.
//=============================================================================
class TFProtProjB extends TFProtProjR;

simulated function ProcessTouch (Actor Other, vector HitLocation)
{
//    local Vector X, RefNormal, RefDir;

    if (Other == Owner || physics==PHYS_None) return;

    if(tfstation(other)!=none &&
         tfstation(other).myteam==1) return;
    else if(pawn(other).playerreplicationinfo!=none &&
         pawn(other).playerreplicationinfo.team.teamindex==1) return;

    if ( !Other.IsA('Projectile') || Other.bProjTarget )
	{
		Explode(HitLocation, vect(0,0,1));
	}
}

defaultproperties
{
     TrailClass=Class'taskforces.TFProtTrailB'
     ExploClass=Class'taskforces.TFProtExpB'
     MyDamageType=Class'taskforces.DamTypeProtB'
}
